[Sidefx-houdini-list] moire patterns

zoran arizanovic zoran.arizanovic at gmail.com
Sat Nov 4 04:47:08 EST 2006


thanks for answers
yes this is what I was thinking like some kind of level of detail
approximation for near and far frequency of threads
zoran

On 11/3/06, Simon Barrick <simon at primalpictures.com> wrote:
>
>
> You can do frequency clamping too, which is easier than analytical
> anti-aliasing. You can use the area function to determine how close to the
> texture you are and then as you approach the aliasing threshold you blend
> into an "averaged" version of your texture. Works pretty well.
>
>
> -----Original Message-----
> From: sidefx-houdini-list-bounces at sidefx.com on behalf of Andrew D Lyons
> Sent: Fri 03/11/2006 19:14
> To: sidefx-houdini-list at sidefx.com
> Subject: Re: [Sidefx-houdini-list] moire patterns
>
> Procedural patters alias unless you can put some anti-aliasing code in
> your shader. The "Advanced Renderman" book has a chapter on that. The
> easiest alternative is to use .rat textures instead of procedural
> pattterns.
>
> Cheers
>
>
> On 03/11/06, zoran arizanovic <zoran.arizanovic at gmail.com> wrote:
> > hi
> > I am trying to do procedural cloth shader for huge baloon
> > the problem i have is that close up is ok i see threads but from far I
> get
> > moire patern type noise
> > is there any  way to avoid this , or waht would be strategy for doing
> this
> > two different setups for close and far?
> >
> >
> > --
> > Zoran Arizanovic
> > http://arizanovic.blogspot.com/
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>
>
> --
>
> =======================================
> Andrew D Lyons | Digital Artist | http://www.tstex.com
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-- 
Zoran Arizanovic
http://arizanovic.blogspot.com/



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